class ScourgeFire extends RedeemerFire;

function Projectile SpawnProjectile(Vector Start, Rotator Dir)
{
    local Projectile p;

    p = Super.SpawnProjectile(Start,Dir);
    if ( p == None )
        p = Super.SpawnProjectile(Instigator.Location,Dir);
    if ( p == None )
    {
	 	Weapon.Spawn(class'SmallRedeemerExplosion');
		Weapon.HurtRadius(500, 400, class'DamScourge', 100000, Instigator.Location);
	}
    return p;
}

defaultproperties
{
     FireEndAnim=
     NoAmmoSound=ProceduralSound'WeaponSounds.PReload5.P1Reload5'
     FireRate=0.9200000
     AmmoClass=Class'Enyara.ScourgeAmmo'
     AmmoPerFire=1
     ShakeRotMag=(Z=60.000000)
     ShakeRotRate=(Z=4000.000000)
     ShakeRotTime=6.000000
     ShakeOffsetMag=(Y=1.000000,Z=1.000000)
     ShakeOffsetRate=(X=1000.000000,Y=1000.000000,Z=1000.000000)
     ShakeOffsetTime=3.000000
     BotRefireRate=10.990000
     WarnTargetPct=0.200000
     FlashEmitterClass=Class'XEffects.RedeemerTrail'
     ProjectileClass=class'Enyara.ScourgeProj'
}
